RED_NOVA'S PROFILE
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
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Prayer of the Faithless
On the brink of the apocalypse, two friends struggle to find what is worth saving
On the brink of the apocalypse, two friends struggle to find what is worth saving
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19 years ago today
The Curse of the Writers Block??
Like Darken said, this is a super common problem that almost every has. Unfortunately, it's a super common problem because the causes are incredibly diverse. You have to look inside yourself and figure out WHY your well of inspiration is running dry. It could be a loss of interest, burnout, or uncertainty of where to go with the story. Each cause has different remedies, and there is no one catch-all solution.
I have ADHD and take meds for it, and I have the exact opposite problem. Once I get serious on a project, tearing away from it mentally is incredibly difficult (hence why I worked on Prayer of the Faithless for 7 years). Even when I do suffer from writer's block, I can't just step away and do something else. Like scuba diving and not realizing that your oxygen tank has been empty for a long time.
For me, it helps to have a goal. I usually start a project by setting up the beginning of the story and laying out one or two key moments that "define" the story's purpose. The struggle then comes from trying to connect the dots, but it at least gives me direction so that I always have something to work towards. Whenever I got stuck in a rut in PotF, I took a step back and examined why I got in the rut to begin with. Sometimes it was because I was burnt out, other times it was because I accidentally wrote myself into a corner and didn't know how to properly escape from the situation. To fix the latter actually required scrapping themes, plot threads, and even entire areas to fit the narrative pacing better.
Sometimes when you just don't have the creative drive, it can actually help to consume a bunch of media instead of trying to force your way through it. Seeing the products of other's inspirations might just give your own inspiration a kick start. There are some cool games here on this site that you might want to try out, especially if they're using the same engine, concept as your current project.
I have ADHD and take meds for it, and I have the exact opposite problem. Once I get serious on a project, tearing away from it mentally is incredibly difficult (hence why I worked on Prayer of the Faithless for 7 years). Even when I do suffer from writer's block, I can't just step away and do something else. Like scuba diving and not realizing that your oxygen tank has been empty for a long time.
For me, it helps to have a goal. I usually start a project by setting up the beginning of the story and laying out one or two key moments that "define" the story's purpose. The struggle then comes from trying to connect the dots, but it at least gives me direction so that I always have something to work towards. Whenever I got stuck in a rut in PotF, I took a step back and examined why I got in the rut to begin with. Sometimes it was because I was burnt out, other times it was because I accidentally wrote myself into a corner and didn't know how to properly escape from the situation. To fix the latter actually required scrapping themes, plot threads, and even entire areas to fit the narrative pacing better.
Sometimes when you just don't have the creative drive, it can actually help to consume a bunch of media instead of trying to force your way through it. Seeing the products of other's inspirations might just give your own inspiration a kick start. There are some cool games here on this site that you might want to try out, especially if they're using the same engine, concept as your current project.
Homage to Final Fantasy (I) - Possible Chain/Stitch-together Game
In general, I'm in favor of giving players more options to customize their party composition and giving class designers more options to work with, so I vote 2. 3 is an cool idea, but not worth implementing just for magic alone.
Disclaimer: I only played the GBA version of FF1 once a loooooong time ago, so my memory if it is super hazy. Feel free to dismiss anything I say if it deviates from the goal of this game.
FF1 had 8 levels of magic, right? If we're going for 6 levels, then are you thinking of dropping all the level 8 spells altogether? Or would you replace some lesser used spells with level 8 ones? Also, I know people can design their own classes, but I assume we're only using black/white magic spells that are listed here?
Disclaimer: I only played the GBA version of FF1 once a loooooong time ago, so my memory if it is super hazy. Feel free to dismiss anything I say if it deviates from the goal of this game.
Unless there is an objection I think 6 levels of magic would probably more than enough. Should be easy enough to bump it up to 8 if we need to.
FF1 had 8 levels of magic, right? If we're going for 6 levels, then are you thinking of dropping all the level 8 spells altogether? Or would you replace some lesser used spells with level 8 ones? Also, I know people can design their own classes, but I assume we're only using black/white magic spells that are listed here?
Homage to Final Fantasy (I) - Possible Chain/Stitch-together Game
I'm interested! It'll be a nice change of pace from my current project. Do we know what engine will be used for this game?
Prayer of the Faithless Review
author=Cap_H
Your enthusiasm revived my long dead hype for the game. Now, I want to play it again and read the themes section afterwards.
I'd love to hear your thoughts if you finish it!
Christmas Greetings!
Prayer of the Faithless Review
O_O Holy...
I am absolutely FLOORED right now! Thank you SO MUCH for leaving this massive wall of analysis! I know you said you had a long review coming, but this went well beyond my elevated expectations.
So much so that... man, I don't even know where to begin responding! The spoiler-heavy section was extremely appreciated. Though it was such a huge part of the review, there isn't much I can really comment on because your thoughts and interpretations of the characters and plot are all valid. Not all of it was what I intended, but you clearly articulated why you felt the way that you did, and it's completely understandable that you arrived at certain conclusions about the themes and story.
Seriously, I can't thank you enough for this review! Seeing someone dive this deep into the gameplay and characters gives me life as a dev, and I'm so happy I made something that provoked this much thought from you.
Excuse me while I go scream from the balcony.
I am absolutely FLOORED right now! Thank you SO MUCH for leaving this massive wall of analysis! I know you said you had a long review coming, but this went well beyond my elevated expectations.
So much so that... man, I don't even know where to begin responding! The spoiler-heavy section was extremely appreciated. Though it was such a huge part of the review, there isn't much I can really comment on because your thoughts and interpretations of the characters and plot are all valid. Not all of it was what I intended, but you clearly articulated why you felt the way that you did, and it's completely understandable that you arrived at certain conclusions about the themes and story.
Seriously, I can't thank you enough for this review! Seeing someone dive this deep into the gameplay and characters gives me life as a dev, and I'm so happy I made something that provoked this much thought from you.
Excuse me while I go scream from the balcony.
Starting pixel art?
My advice is to start with a premade base and pixel smaller stuff like clothes and hair so you can learn from a solid foundation. If you're learning how to pixel from scratch, your bases will look out of place since you're still figuring out how everything works.
My very first game on this site had me edit the sprites of the main characters using the RTP as reference for shading and color selection so they wouldn't clash too much with the RTP art style:
My latest game used the POP! Horror sprite bodies as a base and I pixeled all the hair and clothes myself. To back up Darken's and Ocean's statements that lower resolution is the way to go when learning, all sprites and tiles for that game were made at half resolution and were upscaled to the proper size before being imported to the project. (hidden for size):

My very first game on this site had me edit the sprites of the main characters using the RTP as reference for shading and color selection so they wouldn't clash too much with the RTP art style:

My latest game used the POP! Horror sprite bodies as a base and I pixeled all the hair and clothes myself. To back up Darken's and Ocean's statements that lower resolution is the way to go when learning, all sprites and tiles for that game were made at half resolution and were upscaled to the proper size before being imported to the project. (hidden for size):

Most underrated video game OSTs?
Both Baten Kaitos games had incredible soundtracks, yet I seem to be the only one on the planet talking about them. They are composed by the great Motoi Sakuraba and encompass several different genres and styles that I still have a hard time believing they are made by one person:
How many items do you like to be able to carry in an RPG?
It depends on the game and what it wants to emphasize.
For me, personally, it's less about the amount of items you can carry and more about how useful those items are. You can have 99 item stack and can hold every item you can possible pick up, but if you don't use them, then they mostly just serve as fluff to provide players a comfortable backup instead of a crucial component of the gameplay. Paper Mario: the Thousand Year Door and Legend of Dragoon are good examples of useful items with a limited inventory. You have limited inventories in both games, but attack items give you options that the party's skills just don't cover, like an AOE lightning attack or inflicting certain status ailments.
I did something like this in Prayer of the Faithless by limiting the item stack ceiling to 10 instead of 99. Despite the limited stack size, I encouraged players to use items more by:
1: Making them cost no Stamina to use (in PotF, every action costs Stamina, even basic attacks).
2: Preventing players from picking up items in the field if they have a full inventory so they can go back and get them if they need/want to later.
3: Making them relatively inexpensive to purchase from shops compared to other items.
4: Making attack item's damage scale based on the user's Attack stat so that items found in the beginning of the game are viable even at the end.
5: Having attack items bypass a crucial defense stat when used against an enemy.
For me, personally, it's less about the amount of items you can carry and more about how useful those items are. You can have 99 item stack and can hold every item you can possible pick up, but if you don't use them, then they mostly just serve as fluff to provide players a comfortable backup instead of a crucial component of the gameplay. Paper Mario: the Thousand Year Door and Legend of Dragoon are good examples of useful items with a limited inventory. You have limited inventories in both games, but attack items give you options that the party's skills just don't cover, like an AOE lightning attack or inflicting certain status ailments.
I did something like this in Prayer of the Faithless by limiting the item stack ceiling to 10 instead of 99. Despite the limited stack size, I encouraged players to use items more by:
1: Making them cost no Stamina to use (in PotF, every action costs Stamina, even basic attacks).
2: Preventing players from picking up items in the field if they have a full inventory so they can go back and get them if they need/want to later.
3: Making them relatively inexpensive to purchase from shops compared to other items.
4: Making attack item's damage scale based on the user's Attack stat so that items found in the beginning of the game are viable even at the end.
5: Having attack items bypass a crucial defense stat when used against an enemy.













